Description Your normal shot is changed to take a boomerang pattern once fired, killing anything caught in the firing line. You cant kill yourself with your own shots with this flag. Really long reload time, and relatively short range.

Description Uses the thief-type ray. Shooting a target (friend or foe!) removes a bad flag if the target has one, or grants target a random good flag (or perhaps just shield) if they have none (while generally shots should kill, this inspires teamwork, and introduces an interesting new role for a team member to take). Optionally: must wait a configurable time before affecting any given target again.

Description: Your shots go at random speeds between .5 and 2 times normal. (Range increased/decreased when speed goes up or down, possibly?). (Note: this might be an interesting good flag if the user could control it; maybe double speed with half range or half speed with double range; would require increased skill to use usefully.)

Description: Your tank won't generate any sound effects on other clients. No audio will come from shooting, teleporting, jumping, or landing. Similar to CL or ST; enables you to surprise an enemy. (Especially effective on maps with no radar.) Counteracts Deafness

Reason:: Audio is not a major component of the game, not everyone uses it.

Description: When you pick up this flag you see two of every tank out the window. The radar is not affected. The challenge is trying to figure out what tank is the real tank and what tank is the fake tank. To make it a little deceiving, the cloaked tank will move close to the real tank, but won't exactly mirror the real tank's moves. As stated before, the radar is not affected, so the player will have to use the radar will help in figuring out which tank is the real tank.

Description: Shoots a normal bullet with a line (laser sprite) between it and the user tank. When it hits someone, the line attaches to them instead. The bullet vanishes. Then score goes continuously from the tank with higher score to the one with the lower score at a speed determined by the size of the difference of the scores (the larger the difference, the faster the score drains, and obviously it slows down as time passes) as well as server variables; it stops draining when the scores are equal. The tanks have full freedom of movement, but if they get out of range of each other ("range" being the range of a standard shot), or something (either a wall or a tank) gets between them, the line will disappear and the drainage will stop. The tank firing can only have one line out at once, even if it hasn't hit something yet. The range is reduced if the firing tank moves backward or to the side; the line cannot be longer than the range of a shot..

Description: What this does is shoots a single abnormally large shot using all of your shots. It has reduced range and speed and does not ricochet. When it hits anything, it does not do damage; it releases as many bullets as you have shots; they fly in random directions and are normal range. Server variables control whether they go out in set angles or random, and if they go at random/set/no vertical angles. Note that the big shot does NOT do damage directly; it explodes on contact, but does not kill, but the target usually dies from bursts..

Description: It's immunity to normal shots. ANY other shot, be it GM, SW, from PZ, or even RF, MG, or even ricochet in a non-ricochet map, (but not Burrow, Wings, or vertical velocity shots or similar) can kill the user. This is designed to counter non-shot flag users, non-flag users, and rogues. Some binary switch on the server makes the stuff in [] square brackets appear and immunity to rogues take effect..

Description: A sphere with extremely thick gray fog. If Super Bullet hits it will bounce off; if Shock Wave hits it the shock wave will cease to exist in the area or bounce off or just totally disappear. Designed as a counter for Shock Wave and Super Bullet..

Description: It generates a sphere of tank and shot invisibility that blocks Oscillation Overthruster, Phantom Zone, and Laser, and is specifically designed to counter Laser. The downside is the double-blindness of those in the shield; they can't see tanks or shots out-the-window. Radius defined by /set variable..

Description: The tank will lose its treads for a wider hull, hover in the air, and appear to be constantly activating its jump thrusters. If possible, also make it so it moves up and down. Due to this, it is over the heads of those tanks that use burrow, and it can't steamroll them; it can't be shot by them either, but it may be able to shoot them with vertical velocity shots and the up-down automatic movement, and if it jumps and gets close to the ground as it lands. It can change direction in midair, and go up ramps of steepness less than a value (in degrees) defined at the server. Also, it's immune to steamrollering because it floats; it can possibly be squished (if you decide to implement it) only by landing directly on it. Can't multi-jump..

Description: Within a radius around the tank, no tank (not even allies or the user) can see on radar. Within this area, communications do not exist; if someone (except the server or observers, or using a non-/me command) says something, no tank in the area will hear it; and if one within the field chats, no one will hear it (except observers and loggers). Projectiles that can be guided (even when not guided as they enter the field) within the field will constantly lock on to random points and therefore be ineffective; but if they leave the field, they will return to their original targeting; if they weren't guided, they will just go straight.

Reason:: Too disrupting. no real gameplay advantage other then being a jerk to people.

Description: When a missile that has a lock (any team's missile, even allied, but not ones fired without locking on first) gets within a certain range of the tank, a laser shoots from the tank (preferably from the top of the tank, under the flag, but if that's too hard to implement, from the main muzzle) to the missile for exactly one frame and destroys the missile. There is a brief reload time between shots, say about double the reload time of MG. This flag is the perfect counter-flag to GM. And don't say Stealth is the counter to GM; it's NOT, it's only as effective against GM as anything else..

Description: When you shoot a tank with this flag, the flag is transferred to that tank while a random flag (including bad flags) is transferred to you. If you don’t shoot someone in 1 minute, you die. You can only be killed by SB, L, SW, and GM with this flag..

Description: With this flag, you tunnel completely under the ground and you can go up or down as well by pressing V or C, respectively. When you pick up the flag, you go below the ground to a default 50 world units and generates a 100 world units force field for 3 seconds that allows you to go below safely. Your shots travel straight up and if you are in a position that lets your shot travel above the ground (your shots underground have the same range as a regular bullet), you can shoot, and your shots travel straight upwards at a velocity equal to that of a normal bullet, pausing 20 world units above the ground or building it passes through, then traveling downwards at a speed equal to a Burrow tank going forward, and expiring when it hits the ground. You can’t be steamrolled while you have this flag but if a SB or L passes above you at any altitude you die. You can be shot by other ET tanks, if their shots pass within 10 world units of you, you die, and when a GM is fired within 100 world units of you, it goes underground towards you and expires normally, however, if that explodes below any tank, including teammates they die. Your shots show up on radar but they appear a stationery dot with altitude, if the altitude is below ground the entire square is colored purple or some other color like that. You cannot kill PZ or tanks with Wings. The maximum depth you can descend to is 3000 world units, so if you go any lower, you self-destruct. The maximum altitude (literally) you can reach is the same as a burrow tank and in that altitude you can be steamrolled, and as long as your muzzle is above ground you fire normal shots and can be steamrolled. PZ tanks can steamroll you at any altitude. When your shots expire, they explode in a cloud that tags all tanks caught in it with a 20-second time bomb and when the time’s up, the points go to you but only ½ rounded to the nearest even number, excluding 1. You can only fire half the shots allowed between reloads but reload is ½ server set time. Your tank controls are normal and normal speed. When you jump you go downwards instead of up at the server-set jump height, except reversed..

Reason:: Too complex, if your description is a full paragraph this isn't the game for you.

Description:' Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger's Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made. This "quantum plane" would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet's location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud. The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling. The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation. When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank's cross section is the boundary. Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank's probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn't exist anymore, however it can still affect other tanks that have not collapsed the wave function. The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet. It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder's teamates and even the QP holder itself to be killed. In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane..

Reason:: The definition of too complex. A flag should not require a manual and a PHD. No unavoidable death.

Description: Firing a shot emits a short length of flame, which never ricochets. It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could "snake" as the turret turns, even better! There should be a new sound to accompany the firing and some nice graphics for the flame. .

Description: It's an idea for the improvement of Shield, not a new flag entirely. The idea is that if a person with Shield is hit, they are briefly invincible, and possibly flicker and/or be unable to shoot. This would really help; I remember numerous times when I was hit while equipped with Shield, and was immediately killed anyway because the other guy launched a cluster of shots.

Description: Akin to the shield on the old Atari 2600/coin-op Asteroids game. "Fire" triggers shield, which remains in place until released, but enabling shield for too long (A short "reload" threshold, 2 seconds?) results in self-destruction. Shots at shielded player could be any of: pass-through, absorb, or deflect -- although the first one is more true to the original concept.
Other notes:

Suggested limit of 3-5 uses per flag, although this would be set per-server.

This is an implicitly defensive flag -- there's no weaponry when using it -- but could be well suited for advancing a front in a CTF, etc.

Description: When you jump when you are under a building, your tank 'sticks' to the ceiling. Pressing jump again would cause you to end up on the top of the building. When a tank is stuck to the ceiling, it would be invincible to L; and have a form of GM that had 1/4 the range and only locked-on to targets below.

Description: Any message sent on the server, even ones to a team or individual tank, are picked up. In the case of private messages, it will appear as [SendingTank->IntendedRecipient]. Also, commands show up, such as /set, /me, or /say, as well as their results. Good for detecting enemy strategies.

Description: The missile is similar to the missile from GM, but it's light blue and has different variables to control its movement speed/turn speed. When it hits something or times out, it creates a light blue shockwave-looking pulse that may leave residual graphical effects in the vicinity and/or on tanks in the area. Instead of doing damage, this pulse temporarily slows down the tanks it hits; the duration of the slowdown is the same as the duration of the residual graphical effects mentioned above. The time that the tanks are slowed down, as well as the degree of the slowdown and the degree of reduction to turning capability (it can slow turning too) are all server variables. There should also be a brief time between shots, and/or an increase in reload time.

Description: Shoots a large, wave-like shot that is bigger and slower than normal shots. Alternately, two shots spiraling around each other. Either way, it hovers in front of you for a short time before going forward, and during that time you cannot fire. If it hits a building, all tanks inside that building via OO or PZ are killed, all shots inside it (such as SB or PZ) are disintegrated, all tanks touching the sides bounce away, and all tanks on top briefly are forced to jump rapidly, like on a trampoline that has a very low jump height.

Description: The bullet moves about twice as fast as a normal bullet, and has 1.5x range by default, and corresponding reduction in reload time. It kills shielded tanks, and keeps going if it hits a tank to hit other tanks. However, it never ricochets.

Possible addition: A server variable (binary/true or false/trinary) sets whether it shoots one shot from the tank's barrel, one shot alternating between left and right of the tank, or two shots from the left and right of the tank at once, in reference to the Canderous-class Assault Tank from Star Wars: Empire at War: Forces of Corruption.

Description: Shots only go go 1/4 distance of normal shot, can only be killed with thief, SW, & SB, any tank that touches you dies and you get their flag, if they don't have a flag; you still drop your flag.

Description: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building.

Reason:: Too hard to implement and control, also somewhat tame and pointless. More of a material property then a flag

Description: When you pick this flag up, your radar is reduced in power. All tanks appear as rogues on the screen, and they are some five or ten bzunits from the actual location. However, you see a yellow marker on the screen wherever the tanks are, and it gets smaller as the target is further away. (A simpler way to do this is to make all tanks five or ten bzunits away from their real location on the radar. This is obviously a bad flag.) (This could be used on no-radar maps as a way to get radar, at the discretion of the map maker.).

Reason:: More of a graphical effect then a fun flag, sounds more like an optional mode for radar, for everyone at the same time.

Description: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different color (much darker, or maybe even an "electric charge" crackle). On the other hand, hits don't actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing).

Description: Your tank leaves a "trail" behind about 20 world units long that, if shot, will result in your tank being destroyed by the next shot that travels over the trail. If any tank runs over the trail you will also die. The trail is not visible, but emits a glow that is seen around the borders. The trail is the same width as the tank. When you shoot a tank, it results in that tank killing you. I don’t think you’d want to get this flag because it is BAD, which means you can’t drop it.

Reason:: Too complex, and too deadly, seems more like a childish practical joke then something that is chalenging.

Description: On pickup (or perhaps after first forward movement) tank instantly starts going forwards (only, no reverse) at high-speed (or faster?). Left/Right turning is still normal. (Perhaps reduced turning circle?). Makes it easy to crash into walls. Getting stuck in a corner will make you an easy target. However, an alert player could probably hold out with this for long enough to make it quite fun.

Description: If you turn when you have this flag you can't stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.

Description: Your bullets become guided missiles that loop around and hit you, if there are no enemies in the way (if they get hit they die). Does not kill teammates. Goes slow enough for you to outrun but goes through buildings. Has very long range and cannot travel out of the world. Stops after 3 minutes. Has large turning circle and ricochets off world borders and teleporters. Bad flag.

Description: All world edges are mirrors, so you can see around corners. I thought this might be a bit too little, so the other half of it could be some sort of shimmery ghost-ness about cloaked tanks, like the glow of a cloaked bullet. The other half could also being able to see into drive-through-able objects instead.

Reason:: Far too complex, requires signifigant engine support, complex maps would kill framerate, would not work in software mode, and many more reasons.

Description: Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.

Description: Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).

Description: As small, fast and short-ranged as thief. Fatal and can't steal flags. Stealth and Cloaking in effect when someone is not in range, and cloaking in effect when you can't see them. (partial cloaking in effect when you can see part of them, that is, they're on the side of your view.) Can be steamrolled by anyone. Longer reload time than Thief. Can only kill once (but maybe you still keep the flag?).

Description: Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there's a limit on how long you fire a laser for?)

Description: Attracts nearby tanks and bullets towards you. You are also afected by Newton's third law, with a resulting force pushing you in the opposite direction of the sum of all the force vectors of all the tanks and bullets you attract. It can be good and bad. With skill you can use this flag to alter bullet paths and tank motion to your/your teammate's advantage, or to your enemy's disadvantage. An example of the effect might be if a tank w/ WG is nearby you could be pulled aloung in flight,although flight would be more difficult for the tank w/ WG. There is a higher risk of being hit and higher difficulty in moving.

Reason:: BZFlag is not a physics engine. Possible lag and sync nightmare.

Description: Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won't be implemented.

Description: In-game description: "Tank has upgraded sensors and can send locks to guided missiles and allies." Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those "enemy in range, enemy to left/right" from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy's line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head).

Description: Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.

Description: Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and theives can steal your flag; in other words, business as usual. Make others drop their precious flags.

Description: Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted. Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).

Description: All available shots are fired at once (set # by server), 1 straight, the next a set # of degrees left of the first, then the next # of degress right of the first and so on creating dispersed shots. Fast bullets but reduced range, no ricochet and very slow reload time. Good against multiple enemies in range and provides strategic usage of walls for cover while reloading. Useless against laser and guided missle and good players can jump/avoid and shoot you while reloading which is why shots travel faster. Good for short range but useless in long range.

Description: You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die). This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points). If the health bar is too hard then i think that you could just have the SS without a health bar.

Description: A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed.
Reason:: Shockwave.

Description: A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is 'used' (dropped for a long time, like the shield flag) when fired.

Description: Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.

Description: Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that

Tanks are more likely to shoot at each other, since you are normal in size, the others are obese
Others will think twice before destroying you since you provide them with a targeting aid

Description: Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.

Desctiption: Firing this causes a x amount (x = amount of shots available) of short laser beams to project from the tank, killing all GM, bullets, and tanks they meet. It can aim up and down, and has the range of a Shockwave. Can be over driven by a greater amount of shots than the tank has lasers for. Right clicking causes one single laser beam twice as long as usual, it uses all the shots available, and takes twice as long to recover (optional)

Desctiption: Other tanks are attracted to the french fry and will turn to it if they are facing it within 90 degrees.It automatically moves toward it. Other tanks can still turn around (slowly) until it gets out of the magical 90 degrees.

Desctiption: Flag explodes when it reaches its apex when dropped. Apex is especially high. Explosion is large (bigger than shock wave). Being in or behind a building should protect you. Being behind (or through!) a teleporter should not.

Desctiption: Clicking fires a laser-like beam that travels at the same speed as bullets, and does the same thing to enemy tanks if they are hit. If the beam hits a pyramid or a box, however, the tank gets pulled rapidly to the object that was hit (like a grappling hook).

Desctiption: Becomes like a game of Nibbles for the bearer of the flag; a laser-looking barrier comes out behind the tank, and stays there (possibly for only a fixed length). Any player that touches the barrier dies.

Description: A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don't kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.

Description: Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.

Description: Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.

Description: I'm rubber and you're glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.

Description: Player can take control of another player's tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.

Description: A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it's way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.

Description: Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.

Description: Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.

Description: Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad

Description: When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad

Description: First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected

Description: A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You're not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.

Description: Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.

Description: Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on "indoor" maps. Because of the size, it would kill burrowed tanks when fired on the ground.

Description: 1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can't harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I'd like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited

Description: When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.

Description: Tank can hit newly-defined "Warp" key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)

Description: Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)

Description: One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.

Description: All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.

Reason:: Somewhat confusing, kind of mellow for a bad flag. Sounds more like a zone or map feature.

Description: This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)

Description: When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.

Description: On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an "arming" range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized..

Description: our tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.

Reason: Adds features to other flags that they don't have. provides no real benefit.

Description: Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.

Description: With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.

Description: This laser does not kill players. Instead, it freezes them. They can't move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.

Description: This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?

Description: If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!

Reason: Too confusing and belongs in another game with troop transports.

Description: Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). This would be handy for killing tanks sitting in hard to get to places!

Description: Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can't absorb each other or if they collide, they instantly kill all tanks, including the shooter(s)

Description: Similar to SW, but instead the "shell" is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them

Description: Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it' just takes longer to get there.

Description: All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.

Description: Player alternates from stealth to cloak. Radar signature alternates from stealth to cloak. Player with flag is always visible either in window or radar. If a bad flag, player alternates from blindness and jamming for limited time.

Description: Exactly the same as normal jumping except you jump several times higher, and faster. Works good for a quick escape against Guided Missile and most other flags. Can easily be killed by Shockwave and Steamroller.".

Description: Tanks spawn with a full magazine but need to drive over this flag to reload their current weapon. The flag then respawns somewhere else. Flags should appear colored on radar to make them easy to find and know if others are going for them. You should be informed on the console if someone reloads.".

Reason: This is a game mode, not a flag, as it would combine flags, and never be mixed with "regular" flags. This is being done via the API with plugins and custom flags, map objects, events, and messages.

Description: The projectile looks like a normal shot, but it's guided, goes through walls and has infinite range. One shot only. If it hits (it can be blocked with the outside wall) it will teleport the target to a maze world map that is installed to the hard drive with the client. (Score is not affected by this flag.) This sub-map is very large, but can be exited by entering a teleporter, dying, or leaving. The point at which the target enters the maze is random, and perhaps the positions of the teleporters out are variable also.".

Description: Combines the effects of Wings, Ricochet, Guided Missile, Tiny, Laser, Super Bullet, Rapid Fire, Stealth, Cloaking, Oscillation Overthruster, Phantom Zone, Shield, Low Gravity, Mass Driver, Seer, Shock Wave, and Invisible Bullet. Meaning, it makes you undetectable save for Seer and effects, only drops the flag when you're shot, lets you rapidly fire a guided laser that goes through walls, ricochets off the outside wall, is invisible on radar and creates a shock wave where it hits, and lets you see through other disguises. However, this omega doomsday flag only spawns out-of-bounds by default, unless the server is configured to spawn it in a certain location (past an army of server-side bots, perhaps?) so it is only available to those capable of the /flag command or getting through whatever guards it. I know this flag is WAY overpowered, but that's the point.".

Reason: There is no point to this munchkin flag, it basically breaks every rule we have

Description: BA is for maps with a sport structure in CTF mode. Shots are like a reverse thief, where BA is passed to a tank that is hit by a BA shot. A tank with BA can only shoot one shot at a time. Instead of looking like a thief beam, it could resemble a regular shot with a distinguished color. A Thief can steal a BA only if the BA tank is fully loaded, that is there aren't any BA shots on the map from the corresponding BA tank. If a tank with BA makes a shot, and is killed before that shot expires, the BA flag doesn't respawn until that shot expires. It would have to be determined where the BA flag respawns in such a situation (i.e. at the location where the recently deceased BA carrier died, at the location where the BA bullet expired, or at the BA reset point). When a tank is on top of its own team base and is holding a BA flag, that tank's team's score is increased by one and the BA flag is reset, just like a capture.

Reason: Doesn't need to be a flag, is more of a game mode with plugins

Description: The tank has the same color/texture as the nearest object within a specified range, if there isn't an object within that range then it has the same color/texture as the ground. The Tank can be killed by a Laser. Camouflage is a weaker form of Cloak. If Stealth properties are included, it is a stronger form of Stealth.

Description: Tank is Stealthed and Camouflaged(i.e. the tank has the same color/texture as the nearest object within a specified range, if there isn't an object within that range then it has the same color/texture as the ground). It has 4 times the range and speed of a normal shot. Reload time takes 4 times longer than a normal shot. SN has a shot # limit of 1 before requiring reload. SN can be killed by a laser. Binoculars are magnified twice as much as usual. SN is not too practical for short range use.

Description: This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR

Description: This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses MDSKPR

Description: Zaps all tanks (including ST)=== that come within a SW radius of the TC carrier tank. Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground)===. Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag. If a charged tank is not grounded and touches an uncharged tank, the charge is transfered. A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier. A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier's score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.

Description: A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect. To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF. The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF's epicenter. The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW's speed. However both the EMP and mushroom cloud dissipate at the same time. A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM. The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. (shortened to save space)

Description: When you pick up this flag it has the affect of picking up SPinner and Don't Stop, which means the tank doesn't stop spinning and doesn't stop driving. The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!

Description: This makes the camera view spin around but not the tank. It's like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON'T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.

Description: The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required)===. Range indicated above HUD as RANGE:### (counter advances as fire button is held down).
possible advantages:

-Very long range (though still finite unlike laser)

shots may be fired over obstacles

relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing

can function akin to anti aircraft guns against wg as well

Possible disadvantages:

Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow)